TOP TEN MK9 Mistakes

Post what you feel are the top ten mistakes Netherrealm has made involving MK9. Hopefully this will serve as a guide to Netherrealm as what NOT to do in the upcoming games.

1. Nerfing Subzero in one of the latest patches
2. Giving Kenshi armor on everything
3. Giving PS3 Kratos and not giving Xbox 360 Masterchief
4. Player 1 advantage
5. Allowing a tournament to happen with Kabal having an infinite.
6. Not being able to have someone from online on your team in a tag match
7. The music in MK9 sucks
8. Not making more DLCs
9. No Hara-Kiris
10. Giving us Scarlett as a DLC instead of Ashrah!

I'll give you a top 5 tbh.
5. Rushed development
4. Poor design choices
3. Horrible resource management
2. Doing it in the console industry instead of making a contract with Valve and launching it over steam
1. And thus fucking their own business over by not being able to patch due to absolutely prehistoric business confines.

Even with all their screw ups this is the best MK since Mk2 for me personally. My major complaints are online lag, input bug, player one advantage, these invincible glitches, unbreakable resets, block infinites and a little bit more balance. But the character roster, stages, story mode are the best from any MK games I've seen. There's no gimmicks like stage traps, falling kombat ect. This one is leagues above anything NRS has done in the last 15 years for a worthy fighter.

Here's what I think:
1) Calling in 5-6 UMK3 players at the last minute expecting them to sieve everything out in less than a week
2) Using a modified version of MKDC's Unreal engine
3) Using Unreal Engine for a fighting game to begin with.
4) Lead developing the game on Xbox 360 dev kits.
5) Random winner for what should be a draw or a double K.O. (it's one thing for a fighting game not to have physical trades, but this is unacceptable, even MK1 had draws, dafuq?)
6) MK3 section of the story mode. Sheer cop-out.
7) Too much buffing/nerfing in patches, not enough bug fixing
8) Completely removing tools from Scorpion because he's a poster boy and thus scrubs will use him yet somehow that didn't matter for Liu Kang, Sub-Zero or Raiden.
9) Turning Sub-Zero into a pure turtle character with gimmicks that got figured out in less than 3 months.
10) Online. Nuff said.

Staff MemberLead Moderator

This is definitely the BEST mk so far, it's not my favorite, but it's a big improvement from the previous installments. Obviously the good out weighs the bad in this game, that's why I play it. And again this isn't an attack, just suggestions of improvement.

One thing I would like to add that is that when you search for a Ranked Match, it should pair you up with someone that is of similar fighting skill. I think right now, searching for an opponent in Ranked Match is completely random.

Staff MemberLead Moderator

#1. 3D properties in a 2D game
#2. Dash nerf
#3. Patching the game too many times in a short period of time. The amount of patching wasn't the problem. It was the fact that it was like every other week. If they were just patching glitches/infinites that would be fine, but they were also balance patches.

1. Kitana's face
2. Killing Motaro offscreen
3. Making Kahn and the Shokans unplayable
4. Blockstun
5. Being able to cancel into military stance
6. Not giving Freddy some one liners
7. Not being able to record moves for the dummy in training
8. Making ex ghost linebacker +7 on fucking block
9. Making SZ's ice blast look completely gimped and full of ass compared to Cyrax net
10. The shitastic online code

Staff MemberModerator

3) Using Unreal Engine for a fighting game to begin with.

Click to expand...

There is nothing wrong with Unreal as an engine, its kind of a weird choice for a fighting game because of how hard it it to maintain 60FPS on a console, but they used some black magic to perform it, so its fine. Its a great looking engine that is very easy to use.

I don't know the specifics but I believe the only real reason they used it was because Midway had a deal with Epic games, Midway published a bunch of there stuff and I would guess gave them discounts on the engine. The ps2 games all used the renderware engine from EA/Criteiron, that engine died during the transition from PS2>PS3 so it was not an option. After all there work too get MKvsDC to run on Unreal it would be a waste to stop using it now, plus WB has a studio wide deal with EPIC for the UE, Rocksteady, Monolith and NRS all use it. They could make there own engine but that would take time, anywhere from a year to three years, and there is no guarantee that what ever they make would be better then UE3.

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